Gaming machine, gaming machine control method, and playing method

ABSTRACT

A gaming machine including a controller is provided. The controller is configured with logic to: (a) distribute cards to a player; (b) exchange one or more of the distributed cards selected by the player with different cards; (c) execute a win game in which the player wins a predetermined award when the final cards possessed by the player include a first predetermined card combination; (d) execute a plurality of high-probability win games in a subsequent game when the final cards include a second predetermined card combination; and (e) execute a special win game that consistently provides an award in each of the plurality of high-probability win games.

This application is based on and claims the benefit of priority fromJapanese Patent Application No. 2006-332653, filed on 8 Dec. 2006, thecontent of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine, a method ofcontrolling a gaming machine and a method of playing a game.

2. Related Art

Conventionally, gaming machines such as poker gaming machines installedin casinos execute a win game where a player wins when a plurality ofcards finally distributed to the player includes a predeterminedcombination. In this type of gaming machine, for each poker game, medalsare supplied in accordance with the achieved poker hand and the awarddetermined by the number of inserted medals.

Recently, a gaming machine has been supplied which performs ahigh-probability win game, thereby increasing the probability ofwinning. As a gaming machine of this type, for example, U.S. Pat. No.5,882,260 provides a gaming machine where two sets of five cards insteadof a set thereof are distributed to each player, and the cards of thetwo sets are combined to achieve a poker hand.

For the purposes of increasing the number of medals supplied to eachpoker game, a new gaming style called a double-down game is being addedrecently, which is able to double the medal payout number after a pokerhand is achieved.

SUMMARY OF THE INVENTION

The present invention aims at providing a gaming machine having a newgaming style enhancing expectations for medals, as well as a gamingmachine control method and a playing method.

In an aspect of the present invention, a gaming machine including acontroller is provided. The controller is configured with logic to: (a)distribute cards to a player; (b) exchange one or more of thedistributed cards selected by the player with different cards; (c)execute a win game in which the player wins a predetermined award whenthe final cards possessed by the player include a first predeterminedcard combination; (d) execute a plurality of high-probability win gamesin a subsequent game when the final cards include a second predeterminedcard combination; and (e) execute a special win game that consistentlyprovides an award in each of the plurality of high-probability wingames.

In another aspect of the present invention, a gaming machine isprovided. The controller of the gaming machine is further configuredwith logic to: (f) provide a special award to a special combination ofcards created among cards initially distributed in the special win game.

In still another aspect of the present invention, a gaming machine isprovided. The controller of the gaming machine is further configured to:(g) provide an additional special award to an additional specialcombination of cards created through card exchange in the special wingame.

In yet another aspect of the present invention, a method of controllinga gaming machine is provided. The method includes the steps of: (a)distributing cards to a player; (b) exchanging one or more of thedistributed cards selected by the player with different cards; (c)executing a win game in which the player wins a predetermined award whenthe final cards possessed by the player include a first predeterminedcard combination; (d) executing a plurality of high-probability wingames in a subsequent game when the final cards include a secondpredetermined card combination; and (e) executing a special win gamethat consistently provides an award in each of the plurality ofhigh-probability win games.

In a further aspect of the present invention, a method of executing awin game is provided. The method includes the steps of: (a) distributingcards to a player; (b) exchanging one or more of the distributed cardsselected by the player with different cards; (c) executing a win game inwhich the player wins a predetermined award when the final cardspossessed by the player include a first predetermined card combination;(d) executing a plurality of high-probability win games in a subsequentgame when the final cards include a second predetermined cardcombination; and (e) executing a special win game that consistentlyprovides an award in each of the plurality of high-probability wingames.

Thus, the present invention is able to provide a gaming machine having anew gaming style enhancing expectations for medals, as well as a gamingmachine control method and a playing method.

Additional features and advantages of the present invention aredescribed in, and are apparent from, the following detailed descriptionof the invention and the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flow chart illustrating the flow of a game according to theinvention;

FIG. 2 is a general view illustrating a poker machine according to theinvention;

FIG. 3 is a block diagram illustrating the electrical configuration ofthe poker machine according to the invention;

FIGS. 4 to 11 are flow charts illustrating the flow of processing of thepoker machine according to the invention; and

FIGS. 12 to 22 are schematic diagrams illustrating display screens to bedisplayed on the poker machine according to the invention.

DETAILED DESCRIPTION OF THE INVENTION First Embodiment

a. Outline of Playing Method

FIG. 1 is a flow chart illustrating a method of playing a game accordingto a first embodiment of the invention. The method of playing a gameaccording to the present embodiment relates to a kind of poker game thatperforms a win game. The win game uses a plurality of kinds of cards andallows a player to exchange a card selected by the player from aplurality of cards distributed initially with another card. When theplayer wins the game with a plurality of cards finally distributed thatmatches a predetermined combination, the player receives a predeterminedaward. A playing method according to the present embodiment first judgesif a game is in a high-probability mode (step S1). Based on the resultof step S1, cards including a winning combination (for example, TwoPair) are distributed (step S2). Then, a high-probability win gamehaving a high-probability of winning is performed (step S3).

b. Configuration of Poker Machine

The general view of a gaming machine in the first embodiment of theinvention is shown in FIG. 2. The present invention is described belowby taking as an example a poker machine, which is suitably applicable tothe gaming machine according to the present invention.

Specifically, the present embodiment relates to the poker machine usingmedals. However, the gaming machine of the present invention may be agaming machine using, as a playing medium, coins, medals, tokens, orcards storing playing value information.

A first display 32 is disposed on the front of a poker machine 10. Asecond display 33 is disposed above the first display 32 on the front ofthe poker machine 10. The first display 32 displays cards distributed toa player, and an award table showing card combinations corresponding toany award. The second display 33 displays images of rendered effects.The first and second displays 32 and 33 are liquid crystal displays oftouch-panel type.

A medal slot 63 is disposed in the vicinity to the right on the front ofthe poker machine 10, and a medal payout opening 61 and a medalreceiving pan 67 are disposed below the front. The player's medalinsertion into the medal slot 63 enables gaming. Based on the gameresult, medals are paid out from the medal payout opening 61, and storedin the medal receiving pan 67. As is described later, a medal detectingsensor 31 (refer to FIG. 3) is housed inside the gaming machine wherethe medal slot 63 is disposed. The medal detecting sensor 31 detectsinsertion of medals by the player into the poker machine 10.

Decorative lamps 36 a and 36 b are disposed on the opposite sides of thepoker machine 10, respectively. Speakers 46 a and 46 b are disposed inupper sections of the poker machine 10. The speakers 46 a and 46 bgenerate sounds effects, etc. in response to the game progress.

Various switches used for advancing a game are arranged below the firstdisplay 32.

A bet max switch 26 and a bet one switch 28 are used when the playerstarts the game. The bet one switch 28 increases the number of medalsused for the game depending on the number of times the switch ispressed. The bet max switch 26 is used to bet five medals, namely themaximum number of medals, at a time.

A deal switch 24 and a cash out switch 22 are disposed on the left ofthe bet max switch 26. Five hold switches 20 are arranged above the betmax switch 26. The deal switch 24 is used when the player requests adisplay of cards. The player's operations of inserting medal(s) andpressing the deal switch 24 enable the images of distributed cards andnew exchanged cards to be displayed on the first display 32.

The cash out switch 22 is used to pay out medals stored (hereinafterreferred to as credited) in the poker machine 10. When the playeractivates the cash out switch 22 by a pressing operation, medals arepaid out to the medal receiving pan 67.

The total number of the hold switches 20 is five. The hold switches 20are arranged so as to correspond to the card images displayed on thefirst display 32, respectively. The hold switches 20 are used when theplayer selects a card to remain without being exchanged, after the cardsare displayed. When the player activates by pressing the hold switch 20underlying the selected card in the five cards displayed on the firstdisplay 32, the selected card remains unexchanged.

c. Configuration of Controller of Poker Machine

A control circuit of the poker machine as the present embodiment of theinvention is shown in the block diagram of FIG. 3.

A main control circuit 60 as a controller is configured by connecting,through an input/output bus 64, a central processing unit (hereinafterreferred to as a CPU) 66, read only memory (hereinafter referred to asROM) 68, random access memory (hereinafter referred to as RAM) 70, arandom number generator 65, and interface circuit groups 62 and 72 toeach other. The input/output bus 64 inputs and outputs data signals,control signals or address signals to the CPU 66.

Based on a computer program stored in the ROM 68, the CPU 66 reads andwrites data with respect to elements and units connected to theinput/output bus 64, and cooperates with these elements and units toperform various types of processing. A timer (not shown) to be describedlater is housed within the CPU 66.

The medal detecting sensor 31 is connected to the interface circuitgroup 62 of the main control circuit 60. A detected signal from themedal detecting sensor 31 is converted to a predetermined signal by theinterface circuit group 62, and then supplied to the input/output bus64.

The deal switch 24 is also connected to the interface circuit group 62.The deal switch 24 transmits to the interface circuit group 62 a signalindicating an activation of the deal switch 24 by the player through apressing operation, and this signal is then supplied to the input/outputbus 64.

The hold switches 20, the cash out switch 22, the bet max switch 26 andthe bet one switch 28 are also connected to the interface circuit group62. When these switches are activated by the player's pressingoperation, they transmit the corresponding signals indicating pressingoperation to the interface circuit group 62. These detected signals arethen supplied to the input/output bus 64.

The speakers 46 (46 a and 46 b) and the decorative lamps 36 (36 a and 36b) are also connected to the interface circuit group 72. The interfacecircuit group 72 controls each of the abovementioned units by supplyinga drive signal and drive power, in accordance with calculationprocessing performed in the CPU 66.

The ROM 68 and the RAM 70, each serving as a storage means, are alsoconnected to the input/output bus 64. The ROM 68 stores a controlprogram for controlling the entire flow of the game in the poker machine10. The ROM 68 also stores the initial data for executing the controlprogram, a program for controlling flash operation patterns of thedecorative lamps 36 (36 a and 36 b (refer to FIG. 2)) housed within thepoker machine 10, and a program for controlling display on the firstdisplay 32. The ROM 68 further stores, for example, a plurality of kindsof lottery tables for associating a random number sampled by the randomnumber generator 65, with a card image to be displayed on the firstdisplay 32, and a combination judgment table for judging if acombination of patterns represented in a plurality of card imagesdisplayed on the first display 32 matches a specified combination. Theplurality of lottery tables has different probabilities of winningoutcomes. When a certain specified combination occurs, the CPU 66 sets atable for a high-probability win game having a higher probability ofwinning outcomes than a normal lottery table, as a lottery table for aninternal lottery (refer to FIG. 6). The RAM 70 stores the values offlags and variables used in the abovementioned programs.

The random number generator 65 for generating random numbers isconnected to the input/output bus 64. When an instruction for generatingrandom numbers is transmitted from the CPU 66 to the random numbergenerator 65, the random number generator 65 generates random numbers ina predetermined range, and transmits signals indicating the randomnumbers to the input/output bus 64. Based on the random numbersgenerated, the CPU 66 performs an internal lottery processing describedlater. The random numbers generated from the random number generator 65are stored in the RAM 70.

In the present embodiment, the random number generator 65 connected viathe input/output bus 64 to the CPU 66 samples the random numbers by wayof example and without limitation. Alternatively, random number samplingmay be executed under an operational program of the CPU 66. In thiscase, the random number generator 65 can be omitted.

A display and input controller 200 is also connected to the interfacecircuit group 72. Receiving an instruction for displaying an image sentfrom the main control circuit 60, the display and input controller 200transmits drive signals indicative of driving the first display 32 andthe second display 33, which are connected to the display and inputcontroller 200. The display and input controller 200 also supplies inputsignals received from the first and second displays 32 and 33 to theinterface circuit group 72, which are then transmitted to the CPU 66 viathe input/output bus 64.

A hopper controller 210 is also connected to the interface circuit group72. Receiving an instruction for paying out medals sent from the maincontrol circuit 60, the hopper controller 210 transmits a drive signalfor driving a hopper 50 connected to the hopper controller 210.

d. Operations of Poker Machine

A main routine for controlling the poker machine 10, which is executedon the main control circuit 60, is shown in the flow chart of FIG. 4,and subroutines in the main routine are shown in the flow charts ofFIGS. 5 to 11.

In the following, it is assumed that the poker machine 10 is activatedin advance, and performs normal operation in a state in which theabovementioned random numbers used in the CPU 66 are initialized topredetermined values.

First, as shown in FIG. 4, the CPU 66 performs a bet processing (stepS11).

In this processing, in response to the player's medal insertion,pressing the bet max switch 26 or pressing the bet one switch 28, theCPU 66 performs respective bet processing, accordingly. The details ofthe bet processing are described later. When the bet processing isterminated, the CPU 66 advances the process to step S12.

In step S12, the CPU 66 performs the internal lottery and executesprocessing for extracting a card. In this processing, the CPU 66transmits an instruction for generating random numbers to the randomnumber generator 65. Upon receipt of this instruction, the random numbergenerator 65 samples random numbers. The random numbers generated by therandom number generator 65 are then stored in the RAM 70 as randomnumbers indicating a lottery result. The CPU 66 refers to the lotterytables and determines the kinds of cards corresponding to the randomnumbers. The CPU 66 then stores the data of the kinds of the cards inthe RAM 70. The details of the internal lottery processing are describedlater. When the internal lottery is terminated, the CPU 66 advances theprocess to step S13.

In step S13, the CPU 66 performs processing for displaying a card. TheCPU 66 supplies the data of five cards to be initially distributed byway of display to the player from the cards determined by the internallottery in step S12, and an instruction for displaying a card image tothe display and input controller 200 via the input/output bus 64 and theinterface circuit group 72. The display and input controller 200 readsout the corresponding image data and stores the data in a video RAMhoused in the display and input controller 200. In this way, the firstdisplay 32 displays the five cards initially distributed to the player.When the high-probability win game is executed, a plurality of five-cardsets is displayed on the second display 33. The details of the carddisplay processing are described later. When the processing fordisplaying a card is terminated, the CPU 66 advances the process to stepS14.

In step S14, the CPU 66 performs processing for exchanging a card. Inthis processing, the CPU 66 causes the first display 32 to display newcard images thereon, in response to the player's card exchangeoperation. Before displaying the new card images, the CPU 66 judges ifthe patterns of the five cards to be displayed after an exchange willmatch a certain specified combination. Based on the judgment result, theCPU 66 changes a card display sequence. The details of this processingare described later. When the processing for exchanging a card isterminated, the CPU 66 advances the process to step S15.

In step S15, the CPU 66 judges if the patterns of the five cardsdisplayed on the first display 32 after the exchange will match a cardcombination entitled to an award (for example, Two Pair, Three Card,Flush, etc.). The judgment is made referring to the combination judgmenttables stored in the RAM 70. In the abovementioned processing fordisplaying a card, in order to change the card display sequence, the CPU66 has already judged if the patterns of the five cards to be displayedafter the exchange matches the specified combination, before the cardsare displayed. However, if the judgment in the above processing in stepS14 is made only with regard to the specified combination used forcontrolling the card display sequence, the CPU 66 performs anotherjudgment in processing for judging a result in step S15. Namely, the CPU66 determines which card combination entitled to an award is matched bya combination of patterns of the cards displayed after the exchange. Incontrast, when the CPU 66 has performed judgment for not only thespecified combination but also all of the card combinations entitled toan award in the processing for exchanging a card in step S14, it may bepossible to use the judgment in step S14 without performing any newjudgment in the present step S15. The details of this processing aredescribed later. When the processing for judging a result is terminated,the CPU 66 advances the process to step S16.

In step S16, the CPU 66 performs processing for giving rendered effectsand paying out. The CPU 66 performs this processing, in accordance withthe judgment result in step S15. Specifically, when the CPU 66determines matching of a card combination entitled to an award, the CPU66 causes the first display 32 to display the card combination, and alsocauses the number of medals obtained by the player to be added to thenumber of credits. When the number of credits exceeds 50, the exceedingnumber of medals is paid out through the medal payout opening 61 to themedal receiving pan 67. On the other hand, when the judgment result isthe absence of any card combination matching an award, the CPU 66 causesthe first display 32 to display notification of the absence of any worthcard combination. When the CPU 66 finishes the processing for givingrendered effects and paying out, it terminates the main routine.

As described above, the CPU 66 performs processing for controlling thewin game, through step S11 and step S12, and through step S15 and stepS16.

e. Bet Processing

In step S11 (FIG. 4), a bet processing subroutine shown in FIG. 5 iscalled.

Firstly, the CPU 66 performs processing to judge if medals have beeninserted, or the bet switch has been activated (step S21).

In this processing, the CPU 66 determines whether or not it has receivedone of the following signals: a signal indicating an insertion of medalsinto the medal slot 63 sent from the detecting sensor 31, a signalindicating an activation of the bet max switch 26, and a signalindicating an activation of the bet one switch 28. If the CPU 66determines the reception of one of the signals, it advances the processto step S22. Otherwise, the CPU 66 repeats step S21.

In step S22, the CPU 66 performs processing for adding a bet number. Inthis processing, the CPU 66 adds the number of credits in accordancewith the result in step S21. That is, the CPU 66 stores as a bet number,in the RAM 70, the sum of the number of detections of medal insertionand the number of times the bet one switch 28 has been activated. Themaximum bet number is “5”. When the bet max switch 26 is activated, themaximum value of “5” is stored in the RAM 70, irrespective of the numberof detections of medal insertion and the number of times the bet oneswitch 28 has been activated. When the bet number addition processing isterminated, the CPU 66 advances the process to step S23.

In step S23, the CPU 66 performs processing to judge if the deal switch24 has been activated. In this processing, the CPU 66 judges if it hasreceived a detection signal indicating an activation of the deal switch24. If not, the CPU 66 repeats step S23. If so, the CPU 66 advances theprocess to step S24.

f. Internal Lottery Processing

In the abovementioned step S12 (FIG. 4), the internal lottery processingsub routine as shown in FIG. 6 is called.

In step S31, the CPU 66 performs processing for judging a game state. Inthis processing, the CPU 66 performs processing to judge the game statebased on a game state flag stored in the RAM 70. When this processing isterminated, the CPU 66 advances the process to step S32.

In step S32, the CPU 66 performs processing for setting a lottery table.In this processing, based on the game state as judged in step S31, theCPU 66 selects a lottery table in accordance with the game state, from aplurality of kinds of tables having different winning probabilitiesstored in the ROM 68, and sets the selected table in the RAM 70. Whenthis processing is terminated, the CPU 66 advances the process to stepS33.

In step S33, the CPU 66 performs processing for generating a randomnumber. In this processing, the CPU 66 transmits an instruction forgenerating a random number to the random number generator 65. Uponreceipt of the instruction, the random number generator 65 samplesrandom numbers. The random numbers generated by the random numbergenerator 65 are stored in the RAM 70 as random numbers indicating alottery result. When this processing is terminated, the CPU 66 advancesthe process to step S34.

In step S34, the CPU 66 performs processing for setting a combination.In this processing, the CPU 66 refers to the lottery table set in stepS32, and selects a combination of cards to be distributed correspondingto the random numbers stored in the RAM 70 in step S33. The CPU 66 thenstores the data of the kinds of the cards in the RAM 70. When thisprocessing is terminated, the CPU 66 terminates the present subroutine.The CPU 66 also refers to the high-probability flag to find as being ahigh-probability state, the CPU 66 selects five cards, including aspecial winning combination (for example, Two Pair), as a combination offive cards to be distributed.

In the above processing, ten cards are extracted from the cards of thedeck usable in the game. Among the ten cards, five cards are initiallydisplayed to the player, and the remaining five cards can be displayedto the player by card exchange. The initial five cards displayed to theplayer are invariably displayed on the first display 32. Whereas amongthe five cards that are displayed by card exchange, only the desiredcards are displayed on the first display 32 when the player desires thecard exchange. In the present embodiment, the cards used for exchangeare selected by lottery in advance, at the same time as the lottery ofthe cards initially displayed to the player. Alternatively, after a cardexchange number has been determined, the determined number of cards maybe selected by lottery.

g. Processing for Displaying a Card

In the abovementioned step S14 (FIG. 4), a sub-routine for displaying acard as shown in FIG. 7 is called.

In step S71, the CPU 66 performs processing to judge if a game is in thehigh probability mode. If the CPU 66 finds a high-probability win gamebased on the value of a high-probability flag stored in the RAM 70(namely, the value of the high-probability flag is 1), the CPU 66advances the process to step S73. Otherwise, (namely, the value of thehigh-probability flag is 0), the CPU 66 advances the process to stepS72.

In step S72, the CPU 66 performs processing for displaying a singledeck. In this processing, the CPU 66 performs processing to display afive-card set of a single deck on the first display 32. Morespecifically, the CPU 66 supplies an instruction for displaying an imagerelated to the kinds of the five cards to be initially distributed tothe player from the cards, which are determined by the internal lotteryand stored in the RAM 70, to the display and input controller 200 viathe input/output bus 64 and the interface circuit group 72. The displayand input controller 200 reads out the corresponding image data, andstores the data in the video RAM within the display and input controller200. In this way, the first display 32 displays the five cards initiallydistributed to the player. When this processing is terminated, the CPU66 terminates the present subroutine.

In step S73, the CPU 66 performs processing for displaying multipledecks. In this processing, the CPU 66 performs processing to display afive-card set of a single deck on the first display 32, and displayfive-card sets of multiple decks on the second display 33. Morespecifically, the CPU 66 supplies the data related to the kinds of thefive cards to be initially distributed to the player from the cards,which are determined by the internal lottery and stored in the RAM 70,as well as an instruction for displaying a card image to the display andinput controller 200 via the input/output bus 64 and the interfacecircuit group 72. The display and input controller 200 reads out thecorresponding image data, and stores the data in the video RAM withinthe display and input controller 200. In this way, the first display 32displays the five cards initially distributed to the player, and alsothe second display 33 displays a plurality of card sets initiallydistributed to the player. When this processing is terminated, the CPU66 terminates the present subroutine.

h. Processing for Exchanging a Card

In the abovementioned step S14 (FIG. 4), a sub-routine for exchanging acard as shown in FIG. 8 is called.

Firstly, the CPU 66 performs processing to judge if any one of the holdswitches 20 has been activated (step S41).

In this processing, the CPU 66 judges if it has received a detectionsignal indicating any one of the five hold switches 20 having beenactivated. If not, the CPU 66 advances the process to step S43. If so,the CPU 66 advances the process to step S42.

In step S42, the CPU 66 performs processing to hold the correspondingcard. In this processing, the CPU 66 configures so that the cardcorresponding to the hold switch 20 activated in step S41 cannot beexchanged, even after the deal switch 24 is activated. The CPU 66 alsocauses the first display 32 to display “HOLD” below the image of thecorresponding card on the first display 32. When the hold of thecorresponding card is terminated, the CPU 66 advances the process tostep S43.

In step S43, the CPU 66 performs processing to judge if the deal switch24 has been activated. In this processing, the CPU 66 judges if it hasreceived a detection signal indicating the deal switch 24 having beenactivated. If not, the CPU 66 advances the process to step S41. If so,the CPU 66 advances the process to step S44.

In step S44, the CPU 66 performs processing to determine a card forexchange. In this processing, the CPU 66 determines the number of cardsnot being held, namely the number of cards the player desires forexchange, from the five cards selected by lottery in the abovementionedstep S12 (FIG. 4) so as to be displayed to the player by card exchange.It may be alternatively possible that the CPU 66 determines cards to beexchanged by lottery from the five cards in the present step S44.Furthermore, it may be alternatively possible that the CPU 66 selectscards to be used for exchange from the five cards according to ranking,which the CPU 66 assigns to these five cards in the lottery in step 12(FIG. 4). In some cases, the player may desire to exchange the fivecards, namely all the cards in hand. When the determination of cardexchange is terminated, the CPU 66 advances the process to step S45.

In step S45, the CPU 66 performs processing for redisplaying a card. Inthis processing, the CPU 66 transmits the data of the kind of theexchanged card determined in step S34, to the display and inputcontroller 200, which controls the first display 32 to display an imageof the exchanged card in place of that not held in the five cards. Thedetails of this processing are described later. When the processing forredisplaying a card is terminated, the CPU 66 terminates the presentsubroutine.

i. Processing for Redisplaying a Card

The processing for redisplaying a card called in step S45 (FIG. 8) isdescribed below with reference to FIG. 9. More specifically, adescription is made of a case, for example: the cards of a “10 ofSpades,” a “Jack of Spades,” a “Queen of Spades,” a “3 of Diamonds” anda “2 of Diamonds” are displayed firs; the player selects the cards ofthe “10 of Spades,” the “Jack of Spades” and the “Queen of Spades” ashold cards; and a “Jack of Diamonds” and a “King of Spades” aredetermined by lottery as cards to be exchanged with the remaining twocards.

First, the CPU 66 retrieves a hand achieved by the combination of theheld cards and the exchanged cards (step S51). Since this hand issettled when the card exchange is terminated, it is referred to as anactual hand. Based on the combination of the held cards and theexchanged cards, the CPU 66 retrieves the hands stored in the ROM 68.

The poker hands such as Royal Flush and Straight Flush are stored in theROM 68, along with the respective poker hand class data. Morespecifically, a poker hand class indicates the number of medals paid outin accordance with a card combination entitled to a predetermined awardin the award table displayed on the first display 32 during the win gamewhen the player bets a medal. For example, the hand class of Royal Flushis 500, the hand class of Straight Flush is 50, and the hand class ofFour of a Kind is 20. In this case, a larger numeral value represents ahigher hand class. Alternatively, the poker hand classes may be ordinalnumbers such as “1,” “2,” and “3,” which represent the respective pokerhand orders. The CPU 66 retrieves a possible highest poker hand storedin the ROM 68 for the combination of the newly displayed cards byexchange and the held cards. In the present embodiment, as the result ofthe card exchange, one pair of a “Jack of Spades” and a “Jack ofDiamonds” is retrieved as an actual hand.

In the succeeding step S52, the CPU 66 retrieves a highest handobtainable if one of the exchanged cards were another card, in thecombination of the held cards and the exchanged cards. This hand is ahypothetical hand not actually achieved. Assuming that the “Jack ofDiamonds” as one of the exchanged cards is another kind of card, the CPU66 first retrieves a highest hand obtainable with the exchanged card andthe held cards. More specifically, the CPU 66 retrieves the highest handby exchanging the card of the “Jack of Diamonds” with other cards insequence, and retrieving the corresponding hand for each of the changedcards. In the present embodiment, it is assumed that changing the “Jackof Diamonds” to the “Ace of Spades” results in a Royal Flush hand.

Subsequently, the CPU 66 retrieves a highest hand by changing theexchanged card of the “King of Spades” to other cards in sequence. Inthe present embodiment, changing the “King of Spades” to the “Queen ofDiamonds” results in a two pair hand of “Jacks” and “Queens.” Since theRoyal Flush hand has a higher class than the Two Pair hand, the RoyalFlush hand with the “Jack of Diamonds” as a target card can be retrievedas the highest hypothetical hand.

Next, the CPU 66 makes comparison in class between the actual handobtained in step S51 and the hypothetical hand obtained in step S52(step S53). If the class of the hypothetical hand is higher than theclass of the actual hand, the CPU 66 advances the process to step S55.If the class of the hypothetical hand is equal to or lower than theclass of the actual hand, the CPU 66 advances the process to step S54.

In step S54, the CPU 66 changes the display order based on the actualhand. For example, if the actual hand is a one pair hand of the “Jack ofSpades” and the “Jack of Diamonds,” the “Jack of Diamonds” of theexchanged card is displayed first.

On the other hand, in step S55, the CPU 66 changes the display orderbased on the hypothetical hand. Specifically, the CPU 66 changes thedisplay order such that the target card to complement the hypotheticalhand is displayed last. In the present embodiment, since the target cardfor achieving the Royal Flush as the hypothetical hand is a “Jack ofDiamonds” card, the display order is changed so that the last card to bedisplayed is the “Jack of Diamonds.”

In the succeeding step S56, the CPU 66 controls a display of theexchanged cards in accordance with the display order. Specifically, theCPU 66 first supplies an instruction for displaying an image of thefirst exchanged card to the display and input controller 200 via theinput/output bus 64 and the interface circuit group 72. The display andinput controller 200 reads out the desired image data, and stores thedata in the video RAM within the display and input controller 200. Inthis way, the first display 32 displays the exchanged cards.Subsequently, the CPU 66 performs a delay processing for a predeterminedtime such as 0.2 seconds to 2 seconds. And it transmits an instructionfor displaying an image of the second exchanged card to the display andinput controller 200, thereby causing the first display 32 to displaythe second exchanged card. Then, the CPU 66 causes the first display 32to display the exchanged cards in sequence, with the delay processing inbetween.

By the successive display of the exchanged cards, for example, in thetwo exchanged cards facing down, the first one is faced up displayingthe “King of Spades.” This enables the player to expect that a RoyalFlush may be achieved when the other exchanged card not yet displayed isthe “Ace of Spades.” In fact, the changed card of the “Jack of Diamonds”is then displayed, so that a one pair hand is merely achieved as anactual hand.

Thus, changing the order of displaying exchanged cards based on thehypothetical hand enables the player to keep expecting a certain handachievement until the last exchanged card is displayed. After thisprocessing, the CPU 66 terminates the present subroutine.

j. Processing for Judging a Result

The processing for judging a result called in step S14 (FIG. 4) isdescribed with reference to FIG. 10.

In step S61, the CPU 66 performs processing to judge if the game is in ahigh-probability mode. If judged so (the value of the high-probabilityflag is 1) based on the value of the high-probability flag stored in theRAM 70, the CPU 66 advances the process to step S65. If not, the CPUadvances the process to step S62.

In step S62, the CPU 66 performs processing to judge if the combinationis a specified combination. If so (for example, Flush of Hearts orDiamonds), the CPU 66 advances the process to step S63. If not, the CPUadvances the process to step S64.

In step S63, the CPU 66 performs processing for executing a specialgame. This processing is described later. When this processing isterminated, the CPU 66 advances the process to step S64.

In step S64, the CPU 66 performs processing to judge a win game result.In this processing, when the CPU 66 determines that the win game resultis worth a payout number, the CPU 66 controls the payout number to bestored in the RAM 70. When this processing is terminated, the CPU 66terminates the present subroutine.

In step S65, the CPU 66 performs processing to judge a result of ahigh-probability win game. In this processing, when the CPU 66determines that the high-probability game result is worth a payoutnumber, the CPU 66 controls the payout number to be stored in the RAM70. When this processing is terminated, the CPU 66 advances the processto step S66.

In step S66, the CPU 66 performs processing to judge if any additionalcombination has occurred. In this processing, the CPU 66 judges if acombination to be added to the special combination has occurred throughthe player's card exchange operation (step S14 in FIG. 4). When there isa Two Pair (e.g., a Two Pair of “3's” and “4's”) as the specialcombination, for example, the CPU 66 recognizes an occurrence of anadditional combination if a Full House is achieved through exchanging ofthe single remaining card. If the CPU 66 recognizes the occurrence, theCPU 66 advances the process to step S67. Otherwise, the CPU 66terminates the present subroutine. In the high-probability win game, aspecial win game that includes a combination entitled to a payout ofmedals is performed. The special win game differs from the normal wingame (the win game not in a high-probability mode).

In step S67, the CPU 66 performs processing to give a special award. Inthis processing, the CPU 66 also performs processing to give the specialaward to an additional combination (for example, Full House, etc.). Whenthis processing is terminated, the CPU 66 terminates the presentsubroutine.

k. Processing for Executing a Special Game

Processing for executing a special game called in step S63 (FIG. 10) isdescribed with reference to FIG. 11.

In step S81, the CPU 66 performs processing for executing a special gamelottery. More specifically, the CPU 66 performs processing to samplerandom numbers and refer to the lottery tables stored in the ROM 68 soas to determine a deck number, etc. to be supplied in the special game.When this processing is terminated, the CPU 66 advances the process tostep S82.

In step S82, the CPU 66 performs processing for displaying an initialcard. In this processing, the CPU 66 supplies an instruction fordisplaying images of the back faces of a plurality of cards to thedisplay and input controller 200 via the input/output bus 64 and theinterface circuit group 72. The display and input controller 200 readsout the corresponding image data, and controls the data to be stored inthe video RAM within the display and input controller 200. In this way,the second display 33 displays the back faces of cards initiallydistributed to the player in the special game. When this processing isterminated, the CPU 66 advances the process to step S83.

In step S83, the CPU 66 performs processing to judge if any operationhas been made. In this processing, the CPU 66 judges if the playerinitiated a certain operation, receiving a detection signal from thesecond display 33 in response to the player's touch operation on thescreen of the second display 33. If so, the CPU 66 advances the processto step 84. If not, the CPU 66 advances the process to step 83. Even ifthe CPU 66 does not judge that an operation has been initiated, the CPU66 advances the process to step S84 after an elapse of a predeterminedtime (for example, 10 seconds).

In step S84, the CPU 66 performs processing to judge if it is the thirdcard. In this processing, if the CPU determines that it is the thirdcard turned over (by the player's touch operation on the second display33), the CPU 66 advances the process to step S85. If not, the CPU 66advances the process to step S87.

In step S84, the CPU 66 performs processing to judge if it is the thirdcard. In this processing, if the CPU determines that it is the thirdcard turned over (by the player's touch operation on the second display33), the CPU 66 advances the process to step S85. If not, the CPU 66advances the process to step S87. The display and input controller 200reads out the corresponding image data, and controls the data to bestored in the video RAM within the display and input controller 200.This enables the second display 33 to display the final result. Whenthis processing is terminated, the CPU 66 advances the process to stepS86.

In step S86, the CPU 66 performs processing for displaying renderedeffects. In this processing, the CPU 66 transmits an instruction fordisplaying an image of the rendered effects (for example, an eruptingvolcano image, etc.) to the display and input controller 200 via theinput/output bus 64 and the interface circuit group 72. The display andinput controller 200 reads out the corresponding image data, andcontrols the data to be stored in the video RAM within the display andinput controller 200. This enables the second display 33 to display theimage of the rendered effects. When this processing is terminated, theCPU 66 terminates the present subroutine.

In step S87, the CPU 66 performs processing for displaying a result. Inthis processing, the CPU 66 transmits an instruction for displaying animage of a result (for example, the face-up cards, etc.) to the displayand input controller 200 via the input/output bus 64 and the interfacecircuit group 72. The display and input controller 200 reads out thecorresponding image data, and controls the data to be stored in thevideo RAM within the display and input controller 200. This enables thesecond display 33 to display the image of the result. When thisprocessing is terminated, the CPU 66 advances the process to step S83.

Thus, the CPU 66 is an example of a controller which executes the wingame. In the win game, a card selected by a player from a plurality ofcards distributed initially is exchanged with another card. The playerwins a predetermined award if the cards distributed finally include aplurality of cards matching a specified combination. The CPU 66 is alsoan example of a controller performing a plurality of times thehigh-probability win game, which increases the probability of winning inthe next succeeding game when a combination of finally distributed cardsmatches a specified combination. The CPU 66 is also an example of acontroller performing a special win game where an award is consistentlyprovided in each of the high-probability win games. The CPU 66 is alsoan example of a controller supplying, during the special win game, aspecial award corresponding to a special combination as a winningcombination among initially distributed cards. The CPU 66 is also anexample of a controller that supplies a special award to an additionalcombination, when the additional combination with respect to a specialcombination occurs through card exchange during execution of the specialwin game.

l. Displays on Poker Machine

FIG. 12 is a schematic diagram illustrating an example of displayscreens. As shown in FIG. 12, a graphic image 90 (for example, a volcanoimage, etc.) is displayed on the second display 33. A graphic 90 a (forexample, a flying eagle image, etc.) is also displayed on the seconddisplay 33. A graphic image 91 (for example, a poker award table image,etc.) is displayed on the first display 32. A graphic image 92 (forexample, a plurality of card images, etc.) is also displayed on thefirst display 32. A character image 93 (for example, “SELECT HELDCARD!!” etc.) is also displayed on the first display 32. A characterimage 94 indicating a point (for example, “0000 00 1000”, etc.) is alsodisplayed on the first display 32.

FIG. 13 is a schematic diagram illustrating an example of displayscreens after the hold switch is pressed on the screen as shown in FIG.12. A graphic image 92 (for example, a plurality of card images,including a card on which the graphic image of “HELD” is superimposed)is displayed on the first display 32.

FIG. 14 is a schematic diagram illustrating an example of displayscreens after the deal switch is pressed on the screen as shown in FIG.13. A graphic image 91 (for example, a poker award table image havingthe highlighted “Flush” and “10”, etc.) is displayed on the firstdisplay 32. A graphic image 92 (for example, a plurality of card images)is displayed on the first display 32. A character image 93 (for example,“CONGRATULATIONS!!” etc.) is also displayed on the first display 32. Acharacter image 94 indicating a point (for example, “0000 00 1010”,etc.) is also displayed on the first display 32. A character image 95(for example, “FLUSH WIN 10 MEDALS”, etc.) is also displayed on thefirst display 32. The present embodiment describes a case in which twomedals are bet.

FIG. 15 is a schematic diagram illustrating an example of displayscreens when a special game starts with a specified combination (Flush(refer to FIG. 14)). As shown in FIG. 15, a graphic image 96 (forexample, a plurality of cards bearing volcano images on their backfaces, respectively) is displayed on the second display 33. A graphicimage 92 (for example, a plurality of card images) is displayed on thefirst display 32.

FIG. 16 is a schematic diagram illustrating an example of displayscreens in the special game after the player has touched a card image onthe second display 33. As shown in FIG. 16, a graphic image 96 b (forexample, three cards bearing “10” on their respective rear faces) isdisplayed on the second display 33. Thus, the number of decks based onthe result of the special game (for example, a card game of gatheringpairs of cards bearing the same number or face (e.g., 10)) can beprovided in the high-probability win game displayed on the seconddisplay 33.

FIG. 17 is a schematic diagram illustrating an example of displayscreens after the special game is terminated. As shown in FIG. 17, agraphic image 90 (an erupting volcano image, etc.) is also displayed onthe second display 33. A graphic image 90 b (for example, a volcanicsmoke image in the shape of “TEN”) is displayed on the second display33. For example, the volcanic smoke as in the graphic image 90 b (forexample, the numbers of 1 to 10 expressed by volcanic smoke) are used toshow the player the number of decks displayed on the second display 33in the high-probability win game.

FIG. 18 is a schematic diagram illustrating an example of displayscreens after the special game is terminated. As shown in FIG. 18, agraphic image 90 c (for example, an image where the smoke spreadscompletely) after the completion of the number of eruptionscorresponding to the number of games awarded to the high-probability wingame is displayed on the second display 33.

FIG. 19 is a schematic diagram illustrating an example of displayscreens when the high-probability win game is started. As shown in FIG.19, a graphic image 97 (for example, the images of 10 sets of cards,each of which has five cards achieving a Two Pair) is displayed on thesecond display 33. A graphic image 92 (for example, the card imagesachieving a Two Pair) is displayed on the first display 32. The graphicimage 92 on the first display 32 and the graphic image 97 on the seconddisplay 33 achieve a Two Pair that is a special combination as a winningcombination. Consequently, during execution of the special win game, theplayer can obtain a special award corresponding to a special combination(for example, Two Pair) as a winning combination among the initiallydistributed cards.

FIG. 20 is a schematic diagram illustrating an example of displayscreens after the hold switch is operated by pressing the hold switch onthe screen as shown in FIG. 19. A graphic image 92 (for example, aplurality of card images including cards of “3's” and “4's” achieving aTwo Pair, in which a character image “HELD” is superimposed on each ofthe cards “3” and “4”) is displayed on the first display 32.

FIG. 21 is a schematic diagram illustrating an example of displayscreens after the deal switch is operated by pressing the deal switch onthe screen as shown in FIG. 20. As shown in FIG. 21, a graphic image 97(for example, the images of 8 sets of cards achieving a Two Pair, and 2sets of cards achieving a Full House) is displayed on the second display33. A graphic image 97 a (for example, an image where the peripheries ofcard sets achieving a predetermined combination are illuminated) is alsodisplayed on the second display 33. A graphic image 92 expressing theoccurrence of an additional combination (for example, the cardsachieving a Full House) is displayed on the first display 32.

FIG. 22 is a schematic diagram illustrating an example of result displayscreens in the high-probability win game. A character image 98expressing awards supplied (for example, an image expressing the resultsobtained based on the achieved combinations) is displayed on the firstdisplay 32. A character image 95 expressing the award supplied (forexample, “WIN 368 MEDALS”, etc.) is also displayed on the first display32. Accordingly, the following awards are supplied in thehigh-probability win game: (i) a first special award corresponding tothe special combination among the initially distributed cards (the awardof 2×10, corresponding to the initially distributed Two Pair), and (ii)a second special award corresponding to the additional combinationgenerated by card exchange (the bonus of 100×3, resulting from theachievement of the Full House, and the award of 16×3 for the presence ofthe Full House).

While the embodiments of the present invention have been described andillustrated above, it is to be understood that they are exemplary of theinvention and are not to be considered to be limiting. Additions,omissions, substitutions, and other modifications can be made theretowithout departing from the spirit or scope of the present invention.Accordingly, the invention is not to be considered to be limited by theforegoing description and is only limited by the scope of the appendedclaims.

1. A gaming machine comprising: a controller configured with logic to:(a) distribute cards to a player; (b) exchange one or more of thedistributed cards selected by the player with different cards; (c)execute a win game in which the player wins a predetermined award whenthe final cards possessed by the player include a first predeterminedcard combination; (d) execute a plurality of high-probability win gamesin a subsequent game when the final cards include a second predeterminedcard combination; and (e) execute a special win game that consistentlyprovides an award in each of the plurality of high-probability wingames.
 2. The gaming machine according to claim 1, wherein thecontroller is further configured with logic to: (f) provide a specialaward to a special combination of cards created among cards initiallydistributed in the special win game.
 3. The gaming machine according toclaim 2, wherein the controller is further configured with logic to: (g)provide an additional special award to an additional special combinationof cards created through card exchange in the special win game.
 4. Thegaming machine according to claim 1, wherein the controller is furtherconfigured with logic to: (g) provide an additional special award to anadditional special combination of cards created through card exchange inthe special win game.
 5. A gaming machine comprising: a controllerconfigured with logic to: (a) distribute cards to a player; (b) exchangeone or more of the distributed cards selected by the player withdifferent cards; (c) execute a win game in which the player wins apredetermined award when the final cards possessed by the player includea first predetermined card combination; (d) execute a plurality ofhigh-probability win games in a subsequent game when the final cardsinclude a second predetermined card combination; (e) execute a specialwin game that consistently provides an award in each of the plurality ofhigh-probability win games; and (f) provide a special award to a specialcombination of cards created among cards initially distributed in thespecial win game.
 6. The gaming machine according to claim 5, whereinthe controller further configured to: (g) provide an additional specialaward to an additional special combination of cards created through cardexchange in the special win game.
 7. A gaming machine comprising: acontroller configured with logic to: (a) distribute cards to a player;(b) exchange one or more of the distributed cards selected by the playerwith different cards; (c) execute a win game in which the player wins apredetermined award when the final cards possessed by the player includea first predetermined card combination; (d) execute a plurality ofhigh-probability win games in a subsequent game when the final cardsinclude a second predetermined card combination; (e) execute a specialwin game that consistently provides an award in each of the plurality ofhigh-probability win games; (f) provide a special award to a specialcombination of cards created among cards initially distributed in thespecial win game; and (g) provide an additional special award to anadditional special combination of cards created through card exchange inthe special win game.
 8. A method of controlling a gaming machine, themethod comprising the steps of: (a) distributing cards to a player; (b)exchanging one or more of the distributed cards selected by the playerwith different cards; (c) executing a win game in which the player winsa predetermined award when the final cards possessed by the playerinclude a first predetermined card combination; (d) executing aplurality of high-probability win games in a subsequent game when thefinal cards include a second predetermined card combination; and (e)executing a special win game that consistently provides an award in eachof the plurality of high-probability win games.
 9. The method accordingto claim 8, the method further comprising the step of: (f) providing aspecial award to a special combination of cards created among cardsinitially distributed in the special win game.
 10. The method accordingto claim 9, the method further comprising the step of: (g) providing anadditional special award to an additional special combination of cardscreated through card exchange in the special win game.
 11. The methodaccording to claim 8, the method further comprising the step of: (g)providing an additional special award to an additional specialcombination of cards created through card exchange in the special wingame.
 12. A method of executing a win game, the method comprising thesteps of: (a) distributing cards to a player; (b) exchanging one or moreof the distributed cards selected by the player with different cards;(c) executing a win game in which the player wins a predetermined awardwhen the final cards possessed by the player include a firstpredetermined card combination; (d) executing a plurality ofhigh-probability win games in a subsequent game when the final cardsinclude a second predetermined card combination; and (e) executing aspecial win game that consistently provides an award in each of theplurality of high-probability win games.